I have Rose Hair loaded into my scene. I crank up the specular to maximum, but there's no difference when I do a render. I even loaded a new specular map, but there's absoultely no difference.
Does NVIDIA Iray have it's own shaders somewhere I don't know about?
I figured it out. When using NVIDIA Iray as the renderer, I need to apply the IRAY Uber Base shader to the hair. Most new hairs have IRAY materials ready to go, but on older models I have to add Iray Uber Shader.
Rule of thumb, anything with an SKU under 20000 is 3Delight only materials.
Also, older hair products were created with 3Delight in mind as the render engine. They often will be too thin or flimsy looking when you convert them to Iray. There are some conversion helpers for hair, which replace the texture that comes with the product with another texture more suitable for iray, but that still doesn't help a lot when you don't have enough geometry to work with.
Rule of thumb, anything with an SKU under 20000 is 3Delight only materials.
Also, older hair products were created with 3Delight in mind as the render engine. They often will be too thin or flimsy looking when you convert them to Iray. There are some conversion helpers for hair, which replace the texture that comes with the product with another texture more suitable for iray, but that still doesn't help a lot when you don't have enough geometry to work with.
I got lucky. This rose hair worked out. I fully upgraded it to an Iray shader and it looks sweet!
You wouldn't happen to know how to save hair materials back into the content library?
FWIW, the reason you're not seeing a difference is because the old 3Delight materials are being automatically translated into Iray materials when you render — and this translation isn't always exact. Changes made in one material type don't match up to changes made in the other type, and just to complicate things, many materials parameters aren't the same between the two (shiny surfaces are one of the commonest cases of Looks Downright Weird™). The automatic translation can be considered a pretty good first guess, but in the majority of cases, you will have to use the Uber Base shader to convert to Iray, then tweak here and there until you get the final result you want.
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I figured it out. When using NVIDIA Iray as the renderer, I need to apply the IRAY Uber Base shader to the hair. Most new hairs have IRAY materials ready to go, but on older models I have to add Iray Uber Shader.
Rule of thumb, anything with an SKU under 20000 is 3Delight only materials.
Also, older hair products were created with 3Delight in mind as the render engine. They often will be too thin or flimsy looking when you convert them to Iray. There are some conversion helpers for hair, which replace the texture that comes with the product with another texture more suitable for iray, but that still doesn't help a lot when you don't have enough geometry to work with.
I got lucky. This rose hair worked out. I fully upgraded it to an Iray shader and it looks sweet!
You wouldn't happen to know how to save hair materials back into the content library?
Save-->Material Preset
FWIW, the reason you're not seeing a difference is because the old 3Delight materials are being automatically translated into Iray materials when you render — and this translation isn't always exact. Changes made in one material type don't match up to changes made in the other type, and just to complicate things, many materials parameters aren't the same between the two (shiny surfaces are one of the commonest cases of Looks Downright Weird™). The automatic translation can be considered a pretty good first guess, but in the majority of cases, you will have to use the Uber Base shader to convert to Iray, then tweak here and there until you get the final result you want.